Our goal is to continue to deliver regular content and feature updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review. Thanks for continuing to support the development of Foxhole.Due to the complexity of Foxhole, whenever we make big updates to the game like this there is always the risk that we break something or introduce new problems. Please let us know on Discord or Reddit if you encounter any issues. We’re always open to feedback and conversation :)Facilities
Facilities can now be constructed at certain world structures to extend their functionality. For example,
Garrison Facilities can be added to Forward Operating Bases to allow non decaying structures to be built nearby. When Facilities are built, new visuals are added to the structure to indicate the new functionality. This currently only happens on the redesigned structures like the Refinery and Factory, but it's a feature that will eventually come to all structures. In the future we hope to add new facility types to enable even more customization to structures.

Industry & Economy Improvements
We've made many changes to the economy that we hope will enable more choice, progression, and dynamic situations for players. Instead of having logistics predefined by the level designer, players are now free to choose where their logistics centers are and when they will be there. Every single town in the game now has an industrial wing that can be built up for production, refinement, and storage. This allows players to define their own supply lines and to make strategic decisions on whether to risk having their logistics power closer to the front or to slowly build up safely behind friendly lines. We've also redesigned the logistics structure assets as part of our ongoing visual refresh.

To support this new economy, new resources have been introduced. Tech Parts now refine into Research Parts, which are used to advance the Tech Tree, and Upgrade Parts, which are used to build Facilities.
Redesigned User Interface
For the first time since the start of the project, we’ve done a complete redesign of the user interface. Our goal was to preserve the utilitarian and immersive nature of the existing UI, while adding in flexibility for future expandability and improving the overall cohesiveness and visual polish. In short, we wanted to make it easier for us to add new gameplay and quality of life features in the future (the old UI architecture often made it difficult to make any changes) and also to add a new coat of paint to the visuals. We’ve been very cautious, but let us know if any workflows have been broken and we can fix them in future updates.
Improvement Highlights
- Item Categories - Tabs to organize item categories on Production and Stockpile screens.
- Faster Item Retrieval - The stockpile screen no longer closes when retrieving items.
- Factory Screen - One screen displays all production information so all orders and queues can be managed in one place. Items can now be individually removed from an order before submission without the need to cancel the entire order first.
- Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning.
- HUD - HUD elements have been pushed to the corners of the screen, removing the clutter from the player's view of the world.
Storage Facility
This is a new logistics structure that acts as a staging area for produced items at major logistics centers. It behaves like a “stockpile for crates”. Initially this will be useful at Port Bases, where produced crates can be efficiently stored until a supply line driver can come by pick them up. This essentially allows producers to be decoupled from delivery and generally allows for more logistics flexibility and planning.

Friends List
You will now be able to mark other players you meet on the battlefield as friends. You can do this either through the ALT-click player context menu or via the operations player list. Friends are always displayed on the HUD player list so it’s easy to know when they are online and convenient to whisper to them.
We’ve seen many players share incredible war stories about meeting strangers on the battlefield and working with them to overcome incredible odds. Players will now be able to get in touch with these prior comrades in future wars.

Fisherman's Row V2
Fisherman's Row has received a complete redesign and has been expanded to be a full conquest region. This will allow us to support more players in the Conquest during high population situations. Much like Great March and Reaching Trail, it will exist as a stand alone region but there are plans to connect it to the mainland via water travel in the future.

Land and sea are married in the new layout, with the inner body of water being surrounded by observation towers, so the more of the ring that either faction controls will directly affect the radio intelligence of their navy. Our hope is that this will lead to more pivotal naval engagements and exciting amphibious landings across the map’s many beaches.

FCL Season 3
Season 3 of the community run Foxhole Competition League starts this update. For this new season, a new custom map has been created that is tailor made for these events. To register a team, head to the
FCL Discord.

Other Key Changes
- Forward Bases now leave behind a "husk" when destroyed that can be claimed by the enemy with Facilities intact
- Structure decay can be prevented by building a Garrison Facility at a nearby Base and stockpiling it with Garrison Supplies
- Garrison Timer has been removed and replaced with a requirement to build Garrison Facilities
- Bases now have a large fixed AI radius and Tunnel Networks are removed
- Local voice chat is now muted on the death screen
- Foliage visibility rules have changed to make it clearer when a player is hidden
- Port Base layouts have been redesigned for more efficient logistics
- Vehicles moving at slow speed can no longer be blocked by enemies
Key Bug Fixes
- Character jittering making it nearly impossible to hit players
- Players no longer spawn in unplayable areas during Home Region or Skirmish lobby rollovers
- Local voice chat is now muted on the death screen
- Water travel issues resulting in Amphibious vehicles getting onto land
Release Notes
There's a ton of other changes, game balance, and bug fixes! Refer to the release notes for all the details: http://www.foxholegame.com/single-post/2018/09/26/017-Release-Notes
Due to the big changes in this update, we've also provided an
FAQ to help clarify why certain changes have been made.
The next World Conquest starts on Thursday, Sep 27th at 11AM EDT.